/// <summary> /// 扩展MessageDispatcherComponent类,添加了Handle方法 /// </summary> /// <param name="self">消息分发处理组件</param> /// <param name="session">会话实体</param> /// <param name="messageInfo">包含协议号和proto实体的对象</param> public static void Handle(this MessageDispatcherComponent self, Session session, MessageInfo messageInfo) { List <IMHandler> actions; //通过协议号获取到缓存的处理对象(继承自IMHandler的) 如果是空 则说明我们开发的时候 并没有写这条协议的处理方法 if (!self.Handlers.TryGetValue(messageInfo.Opcode, out actions)) { Log.Error($"消息没有处理: {messageInfo.Opcode} {JsonHelper.ToJson(messageInfo.Message)}"); return; } //如果获取到 就进行遍历 //因为一条协议 可能有多个对象要进行处理 所以以列表缓存所有要处理的方法 foreach (IMHandler ev in actions) { try { //调用IMHandler对象的Handle方法 ev.Handle(session, messageInfo.Message); } catch (Exception e) { Log.Error(e); } } }
public static void Load(this MessageDispatcherComponent self) { self.Handlers.Clear(); HashSet <Type> types = Game.EventSystem.GetTypes(typeof(MessageHandlerAttribute)); foreach (Type type in types) { IMHandler iMHandler = Activator.CreateInstance(type) as IMHandler; if (iMHandler == null) { Log.Error($"message handle {type.Name} 需要继承 IMHandler"); continue; } Type messageType = iMHandler.GetMessageType(); ushort opcode = OpcodeTypeComponent.Instance.GetOpcode(messageType); if (opcode == 0) { Log.Error($"消息opcode为0: {messageType.Name}"); continue; } self.RegisterHandler(opcode, iMHandler); } }
public static void RegisterHandler(this MessageDispatcherComponent self, ushort opcode, IMHandler handler) { if (!self.Handlers.ContainsKey(opcode)) { self.Handlers.Add(opcode, new List <IMHandler>()); } self.Handlers[opcode].Add(handler); }
public static void Load(this MessageDispatcherComponent self) { self.Handlers.Clear(); //获取到配置的appType 在服务器启动的时候有缓存 AppType appType = StartConfigComponent.Instance.StartConfig.AppType; //获取到所有加了MessageHandler特性的类型 List <Type> types = Game.EventSystem.GetTypes(typeof(MessageHandlerAttribute)); //对获取到的类型进行遍历 foreach (Type type in types) { //获取该类型自定义的属性 object[] attrs = type.GetCustomAttributes(typeof(MessageHandlerAttribute), false); if (attrs.Length == 0) { //如果属性的个数是0 遍历下一个元素 continue; } //如果第一个属性是MessageHandler MessageHandlerAttribute messageHandlerAttribute = attrs[0] as MessageHandlerAttribute; if (!messageHandlerAttribute.Type.Is(appType)) { //判断它的type参数,如果不等于当前的appType 继续遍历下一个元素 如果类型一致 下面要对其进行缓存的 continue; } //根据类型,创建实例实例 判断实例如果继承了IMHandler的接口 IMHandler iMHandler = Activator.CreateInstance(type) as IMHandler; if (iMHandler == null) { Log.Error($"message handle {type.Name} 需要继承 IMHandler"); continue; } //通过接口内部的GetMessageType方法 获取到要处理的proto类型 因为我们是继承自AMHanlde 所以实际是获取AMHanlde里的GetMessageType Type messageType = iMHandler.GetMessageType(); //通过类型获取协议号 ushort opcode = Game.Scene.GetComponent <OpcodeTypeComponent>().GetOpcode(messageType); if (opcode == 0) { //异常 协议号都是自动生成的 不可能为0 Log.Error($"消息opcode为0: {messageType.Name}"); continue; } //注册 也就是缓存起来 同时将协议ID与处理的实例关联起来 .... 说简单点就是创建个字典 添加到字典内部去 self.RegisterHandler(opcode, iMHandler); } }
public static void Handle(this MessageDispatcherComponent self, Session session, MessageInfo messageInfo) { List <IMHandler> actions; if (!self.Handlers.TryGetValue(messageInfo.Opcode, out actions)) { Log.Error($"消息没有处理: {messageInfo.Opcode} {JsonHelper.ToJson(messageInfo.Message)}"); return; } foreach (IMHandler ev in actions) { try { ev.Handle(session, messageInfo.Message); } catch (Exception e) { Log.Error(e); } } }
public static void Load(this MessageDispatcherComponent self) { self.Handlers.Clear(); AppType appType = StartConfigComponent.Instance.StartConfig.AppType; List <Type> types = Game.EventSystem.GetTypes(typeof(MessageHandlerAttribute)); foreach (Type type in types) { object[] attrs = type.GetCustomAttributes(typeof(MessageHandlerAttribute), false); if (attrs.Length == 0) { continue; } MessageHandlerAttribute messageHandlerAttribute = attrs[0] as MessageHandlerAttribute; if (!messageHandlerAttribute.Type.Is(appType)) { continue; } IMHandler iMHandler = Activator.CreateInstance(type) as IMHandler; if (iMHandler == null) { Log.Error($"message handle {type.Name} 需要继承 IMHandler"); continue; } Type messageType = iMHandler.GetMessageType(); ushort opcode = Game.Scene.GetComponent <OpcodeTypeComponent>().GetOpcode(messageType); if (opcode == 0) { Log.Error($"消息opcode为0: {messageType.Name}"); continue; } self.RegisterHandler(opcode, iMHandler); } }